Khmer 18-pop Fast Scouts → Knights
St4rkCreator guide ↗No Barracks is required before the Stable and no Feudal eco building is required before Castle Age. That is what makes the 18-pop opening and direct Knight transition possible.
The first four arrive before 11:00. Continue toward eight only while damage remains realistic; otherwise bank food for Castle Age.
Build timeline
The first row shows new villagers, transfers and task assignments; the figures below are the totals after the step.
Dark Age
1Place the first 6 villagers on sheep; the Khmer opening deliberately delays the Lumber Camp
6
2Build a Mill and establish 4 villagers on berries while the remaining villagers stay on sheep and boar
10
3Lure both boars and keep almost every new villager on food until the click; this version does not require deer
4Send the final 2 Dark Age villagers to wood and click Feudal at 18 population
17
Transition to FeudalDuring the transition, move villagers aggressively to wood until 9 are chopping and leave about 5 finishing food under the Town Center
17
Feudal Age
6Build the delayed Lumber Camp, then use 2–3 villagers to place the Stable immediately on reaching Feudal
17
7Research Double-Bit Axe and produce the first 4 Scouts continuously; the group should reach the opponent before 11:00
17
8Research Horse Collar after the first Scout queue, then seed farms continuously while maintaining roughly 10 on wood
17
9Continue toward 8 Scouts only if they can still raid or win map control; use houses to protect the key resources
When berries expire, send 4 foragers to gold and turn the rest of the food economy into farms
26
11Grow toward 18–20 farms, research Wheelbarrow around 16–17 farms, and take Bloodlines when the Scouts will keep fighting
34
12Click Castle Age directly—Khmer need no Blacksmith or Market—then add a second Stable during the transition
Castle Age
13On reaching Castle Age, upgrade Light Cavalry if the Scouts survived and produce Knights from 2 Stables; add Town Centers only after military production is secure